Two angels burst into rays of bright light, blinding everyone again. The bell reacts to the sorcerer's attack with a loud gong. Everyone but Hedoni has the fortitude to withstand the clang. The wizard takes 27 thunder damage and drops to the balcony floor, unconscious.

The Dawnbell lets loose a piercing scraping sound. The group flinches at the noise grates on their nerves. Ravenblade, Sir Murrak and Valor take 22 psychic/thunder damage. The angels seize the knight's momentary distraction to attack (Bell's attack gives angeles OA on a hit.) Sir Murrak feels a slash through his bicep for 15 damage. Valor takes a gash in the neck for 28 damage.

Illumination: Bright light. Dawnbell: The Dawnbell fills the squares it occupies,
preventing movement through them.Pillars: The white marble pillars are wound about
with silver and gold. They do not hinder movement
but provide cover against melee attacks as normal.Stairs: Squares containing stairs are difficult
terrain. Open Balcony: This level is open to the heavens,
and any creature forced off faces a long drop to the
earthmote below. A low wall running around the
exterior allows a creature a saving throw to avoid the
fall, with those successful falling prone in the nearest
square of the tower. Those that fail fall 50 feet to
the second balcony, where they make a second saving
throw. If the second save succeeds, the character
catches the second balcony and stops there but takes
5d10 damage from the fall. If the second save fails,
the character falls another 50 feet to hit the earthmote
at the level of the first balcony and take 10d10
damage. Returning to the combat requires a great
deal of stair climbing: 10 squares of difficult terrain
if they landed on the second balcony, or 20 squares of
difficult terrain if they fell to the ground. Creatures
capable of flying fall eight squares before managing to
halt themselves, take no falling damage, and are free
to fly back into the combat on their turn.

Illumination: Bright light. Dawnbell: The Dawnbell fills the squares it occupies,
preventing movement through them.Pillars: The white marble pillars are wound about
with silver and gold. They do not hinder movement
but provide cover against melee attacks as normal.Stairs: Squares containing stairs are difficult
terrain. Open Balcony: This level is open to the heavens,
and any creature forced off faces a long drop to the
earthmote below. A low wall running around the
exterior allows a creature a saving throw to avoid the
fall, with those successful falling prone in the nearest
square of the tower. Those that fail fall 50 feet to
the second balcony, where they make a second saving
throw. If the second save succeeds, the character
catches the second balcony and stops there but takes
5d10 damage from the fall. If the second save fails,
the character falls another 50 feet to hit the earthmote
at the level of the first balcony and take 10d10
damage. Returning to the combat requires a great
deal of stair climbing: 10 squares of difficult terrain
if they landed on the second balcony, or 20 squares of
difficult terrain if they fell to the ground. Creatures
capable of flying fall eight squares before managing to
halt themselves, take no falling damage, and are free
to fly back into the combat on their turn.

OOC: No healing? I know he is deaf and blind, but does inspiring word require line of sight? Maybe he can just call out to who ever needs it most? Unless of course Mal just doesn't want to heal anyone...

Josh wrote

Mal stands where he is, glaive on guard, not sure what is happening. He calls out to anyone who might be able to hear, just as his own ears stop ringing, "The bell! Break the bell!"

OOC: Regardless of Inspiring Word, there was no way for Mal to even know Hedoni was unconscious - he was blind and deaf until the end of his turn. Salazar was the only PC who wasn't blind when Hedoni went down. And to be fair, he could see that Hedoni went down, but from 25 feet away and given partial cover by the bell, I doubt he would know if Hedoni was unconscious, or just prone. Also, Mal was deafened when Hedoni said that he could use some help.

Hedoni is no longer afraid to die.

Emily wrote

Hedoni's chest rises and falls, ever so slowly.

OOC: No healing? I know he is deaf and blind, but does inspiring word require line of sight? Maybe he can just call out to who ever needs it most? Unless of course Mal just doesn't want to heal anyone...

Josh wrote

Mal stands where he is, glaive on guard, not sure what is happening. He calls out to anyone who might be able to hear, just as his own ears stop ringing, "The bell! Break the bell!"

"By the shining glory of the sun and all that is righteous, I shall preserve the holiness of this place and Pelor's legacy." The angel stabs Sir Murrak in the bicep, leaving the knight's sword arm pulsing with light (23 damage now and Sir Murrak takes another 3d8+9 radiant whenever he attacks, ENT Mur).

Illumination: Bright light. Dawnbell: The Dawnbell fills the squares it occupies,
preventing movement through them.Pillars: The white marble pillars are wound about
with silver and gold. They do not hinder movement
but provide cover against melee attacks as normal.Stairs: Squares containing stairs are difficult
terrain. Open Balcony: This level is open to the heavens,
and any creature forced off faces a long drop to the
earthmote below. A low wall running around the
exterior allows a creature a saving throw to avoid the
fall, with those successful falling prone in the nearest
square of the tower. Those that fail fall 50 feet to
the second balcony, where they make a second saving
throw. If the second save succeeds, the character
catches the second balcony and stops there but takes
5d10 damage from the fall. If the second save fails,
the character falls another 50 feet to hit the earthmote
at the level of the first balcony and take 10d10
damage. Returning to the combat requires a great
deal of stair climbing: 10 squares of difficult terrain
if they landed on the second balcony, or 20 squares of
difficult terrain if they fell to the ground. Creatures
capable of flying fall eight squares before managing to
halt themselves, take no falling damage, and are free
to fly back into the combat on their turn.